Mogi Origins Dev Journal

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Saturday, December 29, 2018

I managed to design all the remaining areas of the game and our level guys managed to deliver them a couple of days ago. Talking in numbers, all the levels (both indoors and outdoors) ended up being 154 and almost 60 of them were made in these past 2 months. Originally, Titan was adding every area on his own, but to add so many levels... he would have to work exclusively on them for many months to get them done. These areas still need to be linked together and be polished but this is indeed a huge milestone!

All these new areas have a lot of new art, riddles and interactive elements such as horizontal lifts and ENP locks (you need to shoot energy bullets on certain slots to activate doors or lifts). New hazards also were added: Robots, lasers, falling platforms, electrical grounds, toxic lakes and clouds to name a few.

Titan is now working on the last 2 Queens. Succogi, Succalice and Golem are done programming-wise but I still need to finish their animations.

We will try our best to finish as much as we can regarding Voms' timeline for the next 2 weeks that Titan will stay with me. When Titan leaves, we will keep working on the project and try to release Vom's story as a complete game. The rest of the characters will follow as free DLC, hopefully soon after.

We wish you a happy new year and we will end our post with a positive message!

Saturday, December 8, 2018

It seems one of the largest complaints people have of MoGi: Origins is the fact that it's easy to get lost. Up to now, if you had to go to a certain place, that destination in your map would shine red, or if you had an item, the location to use your item would also shine red.

Originally we thought that was an efficient enough system, but the complaint nevertheless, has not died down.

Considering we currently work like 2 feet away from each other instead of 2 million, the conversation inevitably came up. We realized that there might have been faults in our old implementation. For one thing, if the destination was not somewhere you had discovered yet, nothing on your map would appear red. Until you explored the map to the point of seeing something red, you would have no reminders of where you to go either.

Not only that but the "Missions" that Voms has, are brief in introduction. If you step away from the game for a bit, or decide to go hunt for Map Sex Scenes instead, it would be hard to remember your current destination, and that would also aid in getting lost.

To fix this, we're doing two things.

First, we're adding in Destination circles

Instead of outright showing a red version of the destination on your map before you've discovered it, we're going to show a general circle for the region you're supposed to go in. A general destination of where you're supposed to be. It'll leave the exploration a tad bit more obtuse, but will always be visible so there's a strong indication of where you're supposed to go.

Second, we're adding COM conversations

This is something we've kind of wanted to do anyway, but never thought to tie two and two together to use it in such a fashion. It'll be an on-demand conversation in the pause screen. Before you restore communications across the island, Voms will talk to himself, about what his destination is. Afterwards, there'll be an NPC talking to Voms. If you guys have any ideas regarding that, we're willing to listen to your suggestions.

Progress wise we've completed QUITE a few levels. Succubus Ucogi is also programmed and Succubus Alice is well on her way to being finished. Succogi still has quite a few art assets that need to be completed for her to be live however. We want to show you guys the fruits of our labor but we can't. Please be patient with us.

If you were a Patron for the month of December we did send you guys sneak peaks into what's been done regarding Ucogi.

Our primary goal however is to have Titan finish as much of the game's programming while he's here and in speaking distance of Veins. That and the consistent progress we're making is inspiring our level guys to work hard as well.

"Lead by example" is a more powerful statement than I thought it was.

Honestly, we can't thank you guys enough for sticking by us and communicating with us. We'll do our best to make a game you guys are happy with.